138 lines
3.4 KiB
C#
138 lines
3.4 KiB
C#
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.VoidSurvivor.Weapon;
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public class ChargeCrabCannon : BaseSkillState
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{
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[SerializeField]
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public float baseDurationPerGrenade;
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[SerializeField]
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public float minimumDuration;
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[SerializeField]
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public string muzzle;
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[SerializeField]
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public GameObject chargeEffectPrefab;
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[SerializeField]
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public string chargeStockSoundString;
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[SerializeField]
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public string chargeLoopStartSoundString;
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[SerializeField]
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public string chargeLoopStopSoundString;
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[SerializeField]
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public float bloomPerGrenade;
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[SerializeField]
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public float corruptionPerGrenade;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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private VoidSurvivorController voidSurvivorController;
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private GameObject chargeEffectInstance;
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private int grenadeCount;
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private int lastGrenadeCount;
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private float durationPerGrenade;
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private float nextGrenadeStopwatch;
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private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
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public override void OnEnter()
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{
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base.OnEnter();
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voidSurvivorController = GetComponent<VoidSurvivorController>();
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PlayAnimation(animationLayerName, animationStateName);
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durationPerGrenade = baseDurationPerGrenade / attackSpeedStat;
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Util.PlaySound(chargeLoopStartSoundString, base.gameObject);
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AddGrenade();
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Transform modelTransform = GetModelTransform();
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if (!modelTransform)
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{
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return;
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}
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if (!component)
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{
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return;
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}
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Transform transform = component.FindChild(muzzle);
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if ((bool)transform && (bool)chargeEffectPrefab)
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{
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chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
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chargeEffectInstance.transform.parent = transform;
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ScaleParticleSystemDuration component2 = chargeEffectInstance.GetComponent<ScaleParticleSystemDuration>();
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if ((bool)component2)
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{
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component2.newDuration = durationPerGrenade;
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}
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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Util.PlaySound(chargeLoopStopSoundString, base.gameObject);
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PlayAnimation(animationLayerName, BufferEmptyStateHash);
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EntityState.Destroy(chargeEffectInstance);
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}
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private void AddGrenade()
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{
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grenadeCount++;
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if ((bool)voidSurvivorController && NetworkServer.active)
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{
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voidSurvivorController.AddCorruption(corruptionPerGrenade);
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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base.characterBody.SetAimTimer(3f);
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nextGrenadeStopwatch += GetDeltaTime();
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if (nextGrenadeStopwatch > durationPerGrenade && base.activatorSkillSlot.stock > 0)
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{
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AddGrenade();
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nextGrenadeStopwatch -= durationPerGrenade;
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base.activatorSkillSlot.DeductStock(1);
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}
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float value = bloomPerGrenade * (float)lastGrenadeCount;
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base.characterBody.SetSpreadBloom(value);
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if (lastGrenadeCount < grenadeCount)
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{
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Util.PlaySound(chargeStockSoundString, base.gameObject);
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}
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if (!IsKeyDownAuthority() && base.fixedAge > minimumDuration / attackSpeedStat && base.isAuthority)
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{
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FireCrabCannon fireCrabCannon = new FireCrabCannon();
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fireCrabCannon.grenadeCountMax = grenadeCount;
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outer.SetNextState(fireCrabCannon);
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}
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else
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{
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lastGrenadeCount = grenadeCount;
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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